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4 months ago ::
Feb 13, 2013 - 4:31AM
#41
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Date Joined:
Aug 17, 2007
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This is why adventuring-specific activities should cost money - things that ordinary peasants don't worry about. I don't mean magic items, I'm thinking more of gold costs for magical healing and restoration type spells, generic costs to repair armour and weapons and later optional costs such as estates and the associated personnel.
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4 months ago ::
Feb 13, 2013 - 5:55AM
#42
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Date Joined:
Jan 15, 2009
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I think you'll find everything from 3rd ed through 4th and Pathfinder has an economy of magic items you can at least always fall back on to improve your character.
But it's not a fall back. It's a necessity. The wealth-by-level tables of 3e, PF, and 4e are there because you need the magci items to function. They aren't rewards. They are taxes.
In 1e the wealth by level was just hidden but it was there. Because the vast majority of your experience points came from treasure (killing things was not really very rewarded - stealing was) and going up levels also cost the gp's... in effect the formula would be
Treasure Gain Per Level = (XP to Advance x FudgeFactor) - Advancement Cost. The variation in FudgeFactor is probably pretty small and mostly controlled by the system but the impact of random treasure given to creatures.
I seem to recall a number of DMs house ruling Advancement Costs (I seem to recall it being seen by some as too much as an excuse to keep players poor) but you can also increase/decrease wealth by level in 3e and 4e.
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